I did contribute some stuff to the cuboid system before the server went offline (and some stuff after, although no one was there to host it), the most noticable one being the CPM physics. Includes re-implementing the bug that causes marauders to stick to walls for all classes to ghost past corners, double jumps, hitsounds, and some other stuff I can't remember at the moment.
Also, cuboids aren't like in that picture. It's not called cube mod, but cuboid because you can vary the dimensions of the cube (i.e. make it a plank) and build them on ceilings and such.
I even abused the system and made floating eggs that spawn into a pit and are un-deconstructable (once finished), but constructable at stage 1. Also, I actually ripped this trolling idea from the floating fortress thing that came up in 1.1 Funserver CZ.
Although I couldn't have much fun on it (my ping was outside the unlagged handle range, 450, see http://www.ra.is/unlagged/faq.html for evidence) so I had to mainly whiz past people and try to get some lucky leads, and the basic hit and run tactic.
Redman tried to keep everything outside movement and cuboids vanilla, meaning there's no stacking normal buildings (without the help of cuboids, that is).
While the server was up, there were 3 types of cuboids for humans: Concrete (builds fast, a bit soft but strong when thick), Glass (stronger than concrete when thin, but takes a long time to build), and ladder (handy, since you can vary the dimensions afterall)
For aliens, I recalled (he may have added more when i had exams) there were two, slime and creep (not sure what teh actual name was, but it was basically a tessellating creep-like texture). Slime had a description of hurting humans but in reality it was just a solid slick type.
The actual gameplay changes were (but not restricted to):
- Jet fuel. Only refill-able at the armoury.
- Jetpack Jumping. It's handy for bunnyhoppers and head-up combats as it uses jet fuel in replacement of stamina.
- CPM physics:
Air control
-Side strafes act like quake 1 air physics, famously used for side-to-side strafe jumping in CS:S, Team fortress Classic etc.
-Diagonal is vanilla except when decelerating. I'll explain this later.
-Forward/Back key has air control, it directs the vector direction towards where you are aiming, although it doesn't work when decelerating.
-Decelerating has a 2.5x multiplier. Marauder had an exception and used a 1.5x multiplier as it was too agile with its gpp-buffed air acceleration.
-Double Jumps. The name is actually a little bit deceiving but this is what the official CPM devs called it. It allowed people to get a 100-up boost on second jump provided they jump within 400msec of the previous. I changed this into a multiplier for classes so tyrants don't jump over armories and such. This is tricky to use, but is handy for bunnyhopping up staircases provided you're not travelling too fast.
-Removed "step-up" and "step down" from air when vertical speed (upwards) > 0
I was planning on removing "step-down" when going down to allow over-bounces but these are too hard to learn, I've honestly never done one in q3 outside DeFRaG mode so we agreed not to implement this. There is actually a tremulous map with an overbounce section, Circlejump2 or something like that. It of course doesn't work for tremulous, ironically, and needed my idea to be implemented first.
Also, increasing land friction from 6->8 and increasing acceleration from 10->16 wasn't needed too, so I didn't add that.
A few other stuff I probably didn't know that were in CPM weren't implemented of course.
- Stage 1 Helmets, that have no radar to compensate insta-kills by s1 goons.
- Pounce 100 -> 75 damage
- Charge 111 -> 56 but I felt this wasn't enough with gpp's silly armour system. We tried to find where the damage calculations for armour was located but never found it, although I think I did a few months earlier.
- fast-rate zap for marauder to minimise hit-and-run advantages with marauder, but removed again.
- Same with luci, reverted to 1.1 style but then back to GPP due to complaints.
- Build timers. I was going to re-fix gameplay because we found aliens too mobile and survive rushes too easily (redman didn't fix the alienbuilder/ckit timers to make them independant of building times).
- Some other insignificant stuff.